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Everything posted by Psyonico
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Correct, it got some toxic resistance and power sink now adds some +regeneration. It's in a really good place right now... in fact, I'm considering elec armor for my new sonic melee toon one page 3 drops.
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Arsenal control is such a good set... now I kind of want to roll an Arse/Rad
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One of my favorite SGs is Repeat Offenders' Faithful Fans of Fallout... in my eyes, a team of 3+ rad toons that that aren't leveraging fallout are song it wrong. Don't forget about purple patch... that 75% turns into 36% and the 68% into 32% against +4s. Granted, once you get some -tohit enhancements slotted, you should be fine, provided you coordinate to getting everything activated as close as possible.
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@Glacier Peak that assumption is correct. Toggles stay on, but their effects suppress. That is all toggles, not just offensive ones.
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Purple patch increases mez duration https://homecoming.wiki/wiki/Purple_Patch If you were 50+1 mezzes are 44% longer at +5. If you were not +1, they are 55% longer, meaning they'll have more opportunity to stack.
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Well, Radiation makes sense since you'll likely be dying a lot, giving ample opportunity for Fallout.
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I think mids is showing the actual resistance while in game is showing how that resistance effects duration.
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Do me a favor. Play a low 20s controller... any one, sones matter, then play a low 20s blaster and then tell me that controllers do a lot of damage.
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You could always use your 2nd build slot to go with the other option. Night Widows are more like Stalkers while Fortunatas are more like a dominator that also has some team support.
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I forgot about Forts. I've got one at 50 but it never really clicked with me all that much. Don't they get access to Darkest Night in Soul Mastery? I legit don't remember.
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@Glacier Peak beat me to it.
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Storm Kick + the Shield abilities should put you somewhere north of 32% defense just out of the box. Take Weave and slot the 2 +def uniques and you're soft capped, giving plenty of extra wiggle room for building Resistance, Regen, Recharge, etc. I've got a MA/Shield brute that is wallowing in the high teens, perhaps I should re-roll her as a tank.
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good personal defense paired with good buffs/debuffs? not really all that much of a thing. Maybe Dark Blast/Force Field Corruptor? you can build for decent self defense and you'll provide good defense for your team. You also get a self heal. Dark Pit and Force Bomb will be your control. Going Corruptor will give you a little better soloability. Alternately, a /Shield Brute would provide good self defense and a tad of team support between Grant Cover and Taunt. Again, going Brute instead of Tank for better soloability. Take Darkest Night from epics and you even have a good AoE debuff.
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Tank/Brute Protections should all have knockback protection
Psyonico replied to MsSmart's topic in Suggestions & Feedback
Most armor sets get DDR, why don't all armor sets get DDR? -
Tank/Brute Protections should all have knockback protection
Psyonico replied to MsSmart's topic in Suggestions & Feedback
I would hate if different graphical effects on the same power gave different bonuses. Suddenly you'd have "i need to use X graphics to have the best combo" which is the exact opposite of what City is all about. Also, if you want to grant your team good bonuses, you should play one of the classes with support powers, not armor powers. -
Tank/Brute Protections should all have knockback protection
Psyonico replied to MsSmart's topic in Suggestions & Feedback
Pretty sure every set now has at least some knock back protection. The two holdout were Dark and Fire. Dark got it in the most recent patch, while Fire got some a while ago (granted, it is only mag 1). Also, Combustion is a Fire Melee attack, not a fire armor power. -
Why is there a logout timer in some places, not in others?
Psyonico replied to Jawbreaker's topic in General Discussion
This is what it's supposed to mean, but since Portal Corp is surrounded by drones and inside it still has a logout timer. -
FYI: in the Costume Creator you can change Translocation to not have the Arcane aura.
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I like ice/spines for a tanker. 3 auras (2 of which are damage) and overall good AoE damage with okish ST damage.
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Probably because it doesn't say anything about weaken, just "if Source.Mode?(kDD_DebuffMode_2)"
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CoD says the debuffs from weaken last 20 seconds. Check inside the Typhoon's Edge power to see that.
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"Enough" is kind of a relative term. You certainly could get more recharge, but you'd likely have to sacrifice mitigation to get it. my Water/TA is only level 20, so that's really a planned build more than anything. Looking at my TA/A defender I have 71.25% recharge bonus on him and I really don't feel like I "need" more than that. OSA is up every other spawn, and you're probably not going to get it to a point where its up every spawn. EMP arrow's Faraday Cage is permanent. I generally don't use EMP Arrow every time its up on any of my TA toons, with the exception of tough AV fights where it's more for the +resist it provides than anything else.
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Agreed. I've got every armor set except Psionic to 50 and most armor sets have a tank at 50. I would happily put any of my level 50 tanks against his Rad/ice in a survivability test and can guarantee I'd come out ahead.
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Ok, so I actually got a chance to look at the build and I made a couple of minor tweaks, but it netted some extra recharge and a 2nd -res proc in Acid Arrow. Dowser - Corruptor (Water Blast - Trick Arrow).mbd